Play game
Loud House 'game on''s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Puzzles | #15 | 2.292 | 2.563 |
Presentation (Text, Graphics & Sound) | #15 | 2.683 | 3.000 |
Story (Plot, Setting & Objective) | #16 | 2.404 | 2.688 |
Overall Rating | #16 | 2.460 | 2.750 |
Writing (General Quality) | #16 | 2.404 | 2.688 |
Implementation | #17 | 2.180 | 2.438 |
Help, Hints and/or Instructions | #17 | 1.789 | 2.000 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Overview of Game
Search around the famous Loud House to find money to buy the hottest new video game!
Requirements to Play
This game requires a glulx interpreter to play, such as Glulxe, Gargoyle or Lectrote. If you do not already have a favorite glulx interpreter, Lectrote can be downloaded for Linux, Mac or Windows from here:
https://github.com/erkyrath/lectrote/releases
Leave a comment
Log in with itch.io to leave a comment.
Comments
This first-ever text-based game I played. I think I stuck not too far from the beginning struggling to find the right command to exchange quarters for a dollar, but until I got stuck I truly enjoyed the adventure.
Giving some hints to struggling users would be useful, at least at my particular case. But I have to admit I only spent 1-2 hours playing the game. Maybe by spending an additional hour I would finally got my dollar - I deserve it.
Overall, well done!
Congratulations on making a whole game!
Here’s some feedback which you might find useful if you want to update the game, or for your next game. I’ll also explain some Inform 7 features. If you already know them and chose not to use them, please just skip those parts.
Overall
I liked the structure of the game: it’s much longer than it looks at first, and the different parts add a lot of variety, but still have a common theme.
The cover is very cute, and I also loved the cards.
Some parts of the game are very funny, especially the DNA sample.
Descriptions
I would have liked longer room descriptions, to make the rooms feel different from each other. This is especially important inside the house, since it has a lot of rooms.
Object descriptions
A lot of objects, especially later in the game, don’t have a description at all, so you just get the default “You see nothing special about…” message. Adding descriptions is a good way to make the world feel real, especially when there’s something impressive like a slime monster or a lion.
Initial appearance
By default, objects and people in a room are listed at the end of the description. For example, “You can see an owner here.”
Sometimes that’s the best way: at least it makes it super clear what’s there. But it’s usually better to add an initial appearance to objects, so the descriptions look more natural and can add even more detail. For example:
This would be useful for Lynn’s hair, for example: I initially thought you meant the hair on her head, not a fallen strand.
Not listing objects separately
Sometimes, you want to mention an object in the description of a room. Since that tells the player that the object is there, you don’t want it to also be listed at the end. You can do that by putting [brackets] around the object’s name, like so:
Result:
Scenery
Another way to add detail is to have scenery objects: objects that are not listed, but that the player can interact with anyway. This gives the world a lot more depth. For example:
Result:
Scenery can’t be picked up, it’s just there for decoration.
Commands
Understanding synonyms
It’s nice when reasonable words for an object, and common typos, are accepted. For example,
Understand "card" as the cards.
allows the player to typex card
instead ofx cards
.The best way to think of synonyms is to get testers. If your players want to write “dino” instead of “dinosaur”, or type “miror” for “mirror”, it’s a good idea to add those in.
This can also be used to understand words when you don’t want to create a new object with its own description. For example, you could write
Understand "tiara" as Lola.
That way, a player trying to examine the tiara would see Lola’s description again, instead of an error message.Responses to default verbs
Inform supports a lot of commands. The default messages usually make sense, but not always. I noticed three cases where the response is a little strange:
Taking
You can pick up almost anything, including couches and the dresser. I’d expect that to be impossible:
Alternately, I’d expect a special message:
Hitting
When I try to hit the villains, I get the default message for trying to hit something:
But violence is the answer to this one. I’d instead expect a message like “You hit Shredder with your bare fists, but he just laughs at you. Perhaps throwing something at him would work better.”
Eating
Trying to eat the Krabby Patty gives the default message:
A message like “You need to save this for Gary.” would make more sense.
Puzzles
Getting the Game Key
I found that puzzle very confusing, because I expected that giving the shop owner any pass would work, instead of just pass 1. Consider either accepting any pass, or adding a hint when the player gives the wrong pass.
Change
What the player does changes almost everything in the game world. It makes the world feel a lot more real if we can see the results of those changes.
For example, after tossing the grenade at Marty, he’s still there and still threatens Earth. You could make him disappear instead:
Another example: When Dave gets his computer back, he could stop asking about it:
This would result in:
There are many, many way of changing things in Inform. Those two suggestions are just examples — you could do anything you like!
Room connections
The default “You can’t go that way” message when trying to go into the school is confusing, because the inside of the school should exist. Why not move the stadium there? If you don’t want to, I suggest having a custom message, like “You have nothing to do inside the school.”
Do you use an extension to automatically show the list of exits, or are you writing all the “You see Lynn to the north” messages by hand? I noticed that the west exit from the canyon, and the south exist from the pineapple house, are missing. The room names are also printed a little strangely: “You see north hall” instead of “You see the north hall”, for example.
When I see stairs, I expect to be able to go up or down, as well as whatever other direction they’re in. You can make these double connections very easily, by giving two directions:
The Living Room is east and down of the Hall.
Plot
The phone is a very important element: it motivates Lincoln to look for quarters. Consider moving it even closer to the beginning of the game, so the player immediately has a goal.
I couldn’t tell if the bully is stealing Lincoln’s money, or collecting the entry price for the competition.
Why would the shop owner know where my game console at home is?
At the end of the game, you can make the player win with
end the story finally saying "Whatever victory text you want"
. I think it would be nice and clean to do this after the credits. You can also removefinally
to make the player lose.I found all the safes, but I never figured out what they’re for or how to unlock them.
Bugs
Paying the bully
As kenped already reported, an error message is printed after giving the dollar bill to the bully. You’re probably using a rule like
Check giving the dollar to the bully
. TryInstead of giving the dollar to the bully
instead.Unimplemented items
The following items are mentioned, but don’t exist:
Typos
Hi, this is a fun game. I think I am close to the end, but I think there is a bug in the current version that prevents me from finishing the game(?).
EDIT: I managed to beat the game, but there were some things near the end that could be improved, see below:
(Not to spoil anything, I have used www.rot13.com to encode. Use www.rot13.com to decode it)
">tvir qbyyne
(gb Ohyyl)
"Pbzr ba va," fnvq gur Ohyyl. "Bu, naq, gur sbbgonyy fgnqvhz vf nobir urer."
Lbh nera'g ubyqvat gur qbyyne ovyy.
>f
Lbh pna'g tb gung jnl." [nppbeqvat gb ebbz qrfpevcgvba, gur fpubby vf fbhgu bs urer, vs V cnl gur Ohyyl]
I played this with my 8 year old. He's a fan of Loud House so he loved it! You've done a good job with the setting and characters which are immediately recognisable from the show. The puzzles are fun and we managed to get through to the end (but we stumbled into the ending locations before completing the main task, which confused us a bit). We really like the title screen as well. Great work overall!
Thank you for the good review! It's kind of funny because when my Daddy created a Text adventure game (from Inform 6, not exactly Inform 7 like mine), I liked it, and Decided to learn Inform 7 to create Loud House "Game On". I also really liked Loud House at the time, and decided that there should be a Loud House Text Adventure.